/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. SUBSYSTEM: Stars.exe FILE: CampaignPlanAssignment.cpp AUTHOR: John DiCamillo OVERVIEW ======== CampaignPlanAssignment creates combat assignments for assets within each combat zone as the third step in force tasking. */ #include "MemDebug.h" #include "CampaignPlanAssignment.h" #include "Campaign.h" #include "Combatant.h" #include "CombatAssignment.h" #include "CombatGroup.h" #include "CombatUnit.h" #include "CombatZone.h" #include "Mission.h" // +--------------------------------------------------------------------+ void CampaignPlanAssignment::ExecFrame() { if (campaign && campaign->IsActive()) { // once every few minutes is plenty: if (Campaign::Stardate() - exec_time < 300) return; ListIter iter = campaign->GetCombatants(); while (++iter) { ProcessCombatant(iter.value()); } exec_time = Campaign::Stardate(); } } // +--------------------------------------------------------------------+ void CampaignPlanAssignment::ProcessCombatant(Combatant* c) { CombatGroup* force = c->GetForce(); if (force) { force->CalcValue(); force->ClearAssignments(); } ListIter zone = campaign->GetZones(); while (++zone) { ProcessZone(c, zone.value()); } } // +--------------------------------------------------------------------+ void CampaignPlanAssignment::BuildZoneList(CombatGroup* g, CombatZone* zone, List& groups) { if (!g) return; if (g->GetAssignedZone() == zone) groups.append(g); ListIter iter = g->GetComponents(); while (++iter) BuildZoneList(iter.value(), zone, groups); } // +--------------------------------------------------------------------+ void CampaignPlanAssignment::BuildAssetList(const int* pref, List& groups, List& assets) { if (!pref) return; while (*pref) { ListIter g = groups; while (++g) { if (g->Type() == *pref && g->CountUnits() > 0) assets.append(g.value()); } pref++; } } // +--------------------------------------------------------------------+ void CampaignPlanAssignment::ProcessZone(Combatant* c, CombatZone* zone) { List groups; BuildZoneList(c->GetForce(), zone, groups); ZoneForce* force = zone->FindForce(c->GetIFF()); // defensive assignments: ListIter def = force->GetDefendList(); while (++def) { List assets; BuildAssetList(CombatGroup::PreferredDefender(def->Type()), groups, assets); ListIter g = assets; while (++g) { CombatAssignment* a = new(__FILE__,__LINE__) CombatAssignment(Mission::DEFEND, def.value(), g.value()); if (a) g->GetAssignments().append(a); } } // offensive assignments: ListIter tgt = force->GetTargetList(); while (++tgt) { CombatGroup* target = tgt.value(); List assets; BuildAssetList(CombatGroup::PreferredAttacker(tgt->Type()), groups, assets); ListIter g = assets; while (++g) { CombatGroup* asset = g.value(); int mtype = Mission::ASSAULT; if (target->IsStrikeTarget()) mtype = Mission::STRIKE; else if (target->IsFighterGroup()) mtype = Mission::SWEEP; else if (target->Type() == CombatGroup::LCA_SQUADRON) mtype = Mission::INTERCEPT; CombatAssignment* a = new(__FILE__,__LINE__) CombatAssignment(mtype, target, asset); if (a) g->GetAssignments().append(a); } } }